Enhance Education with Gamification and Flipped Classrooms using Fuzzy Sets for Decision Making: A Real Time Pedagogy in History Teaching
Аннотация
The fast-changing nature of the educational process implies the need to resort to innovative educational models, which will result in greater engagement of learners, their conceptual knowledge, and decision-making abilities, especially in the humanities (history, in particular). This paper will suggest a smart, real time pedagogical framework combining gamification, flipped classroom approach, and decision making (based on fuzzy sets) to enhance the performance of teaching history. The use of gamified learning exercises and inverted instructional materials is aimed at encouraging active learning, experiential learning, and learner agency. The system calculates a Learning Decision Score, which allows the dynamic adjustment of instruction, such as personal feedback, an adjustment of task complexity, and collaborative learning practices. The results affirm that fuzzy logic can be used to offer a powerful and understandable real-time pedagogical decision-making process. Altogether, the suggested structure provides a flexible and scalable solution to contemporary history education and helps develop an intelligent and learner-centered approach to instructional design.
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